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authorHendrik Brucker <hendrik.brucker@mail.de>2021-12-08 22:17:09 +0100
committerHendrik Brucker <hendrik.brucker@mail.de>2021-12-08 22:17:09 +0100
commit1da732af358a8775fcfa157c99facdbcb7b40221 (patch)
tree299599461dc4c92b95f8c0cb988809c3e645649d
parent46d384060ef20672e23b3c1ffe947ff7898ecf75 (diff)
Fix volumetric fog in combination with spotlights
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl25
2 files changed, 21 insertions, 8 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index ae8d91a73b..d645234672 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -4417,9 +4417,9 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
- params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
- params.cluster_width = cluster_screen_width;
params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
+ params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
+ params.cluster_width = cluster_screen_width;
params.screen_size[0] = rb->width;
params.screen_size[1] = rb->height;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 747f88960c..999e8d0844 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -581,16 +581,29 @@ void main() {
if (spot_lights.data[light_index].shadow_enabled) {
//has shadow
- vec4 v = vec4(view_pos, 1.0);
+ vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = spot_lights.data[light_index].direction.xy;
- vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
- splane /= splane.w;
+ vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
- }
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
+ pos.z *= spot_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
}
}